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Question by jho_2212 · Mar 13, 2014 at 04:32 PM · countdown3dtextgui-problem

3dText problem

i want to put timer . but the sad thing my guitext is not working when i put guitext i dont have see anything text. i try 3d text and i saw the text "hello world" . but my problem is the code. can i use this code to 3d text?

  var guiCountDown : GUIText;
  var countMax : int;
  private var countDown : int;
     
 function Start(){
  guiCountDown.enabled = true;    
  GameStart();  
     }
     
 function GameStart(){
     var car= gameObject.Find("Car");
     var drivingScript = car.GetComponent("Car");
     drivingScript.enabled=false;
     
     for (countDown = countMax; countDown>-1;countDown--){
     if(countDown == 0){
     guiCountDown.text = "GO!";
     }
     else
     guiCountDown.text = countDown.ToString();
     yield WaitForSeconds(1);
     }
     guiCountDown.enabled=false;
     drivingScript.enabled=true;
 }

thanks :)

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Answer by jacobschellenberg · Mar 13, 2014 at 06:29 PM

You'll want to use the Text Mesh.

I've modified the script a little, but it works perfectly. I also included a sample package.

In the scene is: Camera, Car, TextMesh


 #pragma strict
 
 var guiCountDown : TextMesh;
 var countMax : int;
 private var countDown : int;
  
 function Start(){
  guiCountDown.active = true;    
  GameStart();  
 }
  
 function GameStart(){
     var car = gameObject.Find("Car");
     var drivingScript = car.GetComponent("Car");
     drivingScript.active = false;
  
     for(countDown = countMax; countDown >= 0; countDown--){
     Debug.Log("Count: " + countDown);
      if(countDown == 0){
       guiCountDown.text = "GO!";
      }
      else{
       guiCountDown.text = countDown.ToString();
      }
       
      yield WaitForSeconds(1);
     }
     
     guiCountDown.active = false;
     drivingScript.active = true;
 }
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